Rolls & Combat in RP

'''Note: These guidelines are a work in progress and will remain under constant review. Currently on revision 3.'''


 * Turn based /roll with 3 HP (hit points) per participant is the default and recommended method for combat unless all participants agree on another method beforehand. Avanced RPers may elect to go without rolls entirely; however, in situations where players need to or can only rely on rules rather than their own judgement, these guidelines may provide an even and base playing field that everyone, regardless of experience or skill, can use.
 * In the case of PVP combat, participants will be trusted to uphold the honor system as it pertains to returning dropped loot. Staff will not intervene in disputes caused by PVP combat save for situations where disciplinary actions are required due to disruptive behavior. Characters killed in PVP should be considered unconscious or otherwise incapacitated for RP purposes.
 * Random and unprovoked PVP is not allowed and will be considered griefing.
 * Value for Life should be considered in any and all encounters. Character deaths are up to the discretion of the player, however players who unreasonably provoke or retaliate with violence (for example, taunting or threatening a thief who has a knife to their throat) will not be protected by the "No Forced Character Death" rule. Conversely, players who actively and directly threaten the lives of others to the point of entering combat are likewise considered except from the Value For Life rule and may be subject to character death.
 * Character deaths are up to the discretion of the character's player and cannot be forced, save for in extreme cases where a DM will make a call (ex. in the case of the execution of an especially villainous charcter), or for characters in forfeiture of the Value for Life rule. Characters knocked down to 0 HP should be considered unconscious or otherwise incapacitated for RP purposes.

Using Rolls in RP
Because there is no mechanical way to convey certain actions such as stealth or pretty much anything besides basic movement, it is recommended to use the /roll command along with emotes to judge successes versus failures. For example:


 * Crowe attempts to sneak up behind Rurik to check his pockets. Both Crowe and Rurik can /roll to see who gets the higher number. If Crowe wins, he’s able to take a peek undetected, prompting Rurik to give him some insight as to what Crowe might find in his pocket. If Ruruk wins, he feels someone feeling him up and can respond accordingly.

Rolls can be applied to a wide range of things not exclusive to combat or combat related actions, such as attempting to lie or detect a bluff, attempting to throw or catch an item, or attempting some acrobatic maneuver. For example:


 * Miir’s player catches a /whispered conversation between two people he’s RPing with, but isn’t sure if his character would overhear it in RP. So, he chooses to roll and the others roll as well. If Miir rolls higher, then he’s certainly able to say he’s picked up on all or most of the conversation. If he rolls lower, however, it can be said that his character can’t make out what was said.

In most cases, it can be assumed that higher rolls take the win, but in cases where one might be rolling something strictly for themselves, you could set a target number for yourself instead. For example:


 * Ushae is having a somewhat terrifying conversation with Gazer Qhaharmra and is pressed for something deeply personal. She decides that she will roll to see if she caves in and gives away her secret. Because this is a roll strictly for herself, she also decides that anything above a 10 means she will successfully oblige her secretive nature and keep her mouth closed. Below a 10, however, would count as a failure of willpower on her part and cause her to speak.

INTENT
Combat must have a clear and recognizable intent and must have some form of RP leading up to it. An attack might be completely unprovoked in RP but it must nevertheless be RPed out and allow for those such attack(s) target an opportunity to react. For example:


 * Jessica returns to the Wanderer’s Rest and finds someone attempting to break into her till. She gives a verbal warning to which her would-be thief returns a taunt. At this point, aggressive action makes sense and combat can be initiated if Jessica wishes to do so.
 * Crowe is trespassing in Sabiara’s manor and is subsequently caught due to a failed stealth roll versus Sabiara’s successful roll to detect him. She gives him a warning to get out, and Crowe takes the opportunity to flee. She might not take aggressive action on him herself, but instead report the situation to a guard via /bird who can continue the RP as another encounter.
 * Ushae, completely oblivious due to failed detection rolls versus stealth rolls, is held up at knife point. Her mysterious aggressor informs her to empty her pockets or else. She could attempt to flee, at which point her aggressor would be free to attempt to stop her. She could also acquiesce and RP along with the robbery to try and keep herself from getting hurt.

FLOW
Combat should follow the typical back and forth approach as regular RP. Each participant should be allowed the opportunity to react and act in turn with events and actions. While it may not always be necessary, if players so chose, they may elect to roll an initiative order to determine turn orders starting from the highest roll going first on down to the lowest going last.

Players should consider combat to be less free-form than regular RP and should be mindful to make emotes, dialogue, or even in-game movements only on their turn as not to overwhelm the pace of the RP. Please use patience and good behavior so as not to cause disruptions.

[ Roll > Reaction -> Action > Roll ] is a straightforward way to work your turns. Use a reaction to emote something in response to a dice roll, and an action to give your opponent(s) something to react to in turn. For example:


 * Inebriated and enraged, Tharrum attempts to lodge his axe into that Burstow bastard’s chest. They both roll but Ademar rolls a higher number and can emote that he dodged the blow as his reaction. In turn, he emotes that he attempts to disarm Tharrum and makes a roll, to which Tharrum can roll against on his turn as his reaction.

However, remember not to get too greedy with your actions and reactions! To keep things fair, limit yourself to one action and reaction per turn unless otherwise agreed upon. Too many dice rolls can make things difficult to follow.

THE 3 HP RULE
It is generally accepted that every character, regardless of background, race, or occupation is limited to 3 Hit Points. Every attack they fail to dodge, deflect, or block depletes one and when they hit zero, they are considered unconscious or otherwise incapacitated. If players are so willing and are in agreement, they can choose to start with fewer or more HP depending on the situation. For example, a person who in character was wearing armor in the RP leading up to combat could be considered to have an extra HP to account for that. Players should use their own judgement in determining what is fair and reasonable in such situations.

DETAINMENT
Players might find themselves being detained by other players or guards, especially after being knocked out in combat. Obviously, an unconscious player cannot rightly resist and may be imprisoned. Captured players cannot be held in a jail, dungeon, or other confined space for more than 1 actual hour and should not be left without opportunities for roleplay. Also be aware that the average player character does not have the authority to lawfully detain anyone, be they citizen or villain, and such actions can be taken as illegal and/or hostile.

DMs may assist in attempted jail breaks though it may and likely will be difficult for a player to succeed.

Other forms of detainment, such as bound or tied up, can be broken out of with successful rolls. When initially attempting to tie up a character, make a roll for the rope or binding’s strength and use that as a target number that the prisoner needs to meet or exceed. After three successful attempts, make through successive emotes through RP, the prisoner should be considered able to slip their bindings. It may take rolls on the part of the captors to notice this fact.

Remember:

 * Combat should always serve a narrative purpose. Take "wins" and "losses" in combat as ways to further your RP.
 * Try to remain aware of meta/powergaming and the separation of IC and OOC.
 * OOC communication is encouraged if things need clarification. Don’t understand an emote or its intended reaction? Ask for clarification! Not everything has to be completely spontaneous - talking about outcomes and implications is a great way to collaborate.
 * Use your best judgement and keep a level head. DMs will step in as necessary but players should be free to moderate their own battles.
 * Guidelines, not rules. Let RP dictate what is feasible over rules where possible. If there is disagreement, seek clarification. If DM action is necessary, the DM’s judgement should be considered final.

Additional Resources:

 * Roleplaying Tips and Guides
 * Crime & Villainy